Sunday, August 12, 2018

Hell Camp: An OSR Survival Horror Scenario

This scenario was written using my OSR Survival Horror rules. It involves stranded travelers seeking shelter from an unnatural storm at a summer camp and trying to survive the night. It ran very smoothly and with the situation the PC's are in, packed in with a variety of NPC's, it wasn't hard to achieve a state of paranoia from the players.

If this interests you check out my other Survival Horror bits:
House of Darkness: An  Evil in a small town adventure
Run Piggy, Run: Backwoods horror mini-setting
Dawn of the Dead (1978): A mini-setting/funnel with movie characters and maps
The Thing (1982): The stats
The Thing: Outpost 31 and personnel


HELL CAMP
The forested hills near Red Lake Summer Camp
Late Fall, 198_

The players are travelers on a bus on the nearby back road.
The camp is closed for the fall and the old caretaker has begun winter preparations.
Nearby a group of young hikers have set up a party camp in the forest.

An early and massive blizzard hits the area. Snow and ice piles up as the roads are blowing closed.
The caretaker takes shelter in his cabin.
The hikers head towards the summer camp seeking cover.
Something crosses the snowy road and the bus wrecks into a ditch.

What's Going On
The blizzard is a complete anomaly coming out of nowhere on weather radar and blanketing an area of forty miles. Weathermen are going nuts trying to explain this one. They won't be able to, not really, because a Greater Wendigo has come down south. It's hungry, it's looking for fresh meat and fear  to feed on. Once it has sated its hunger it will retreat back up north.

The Bus
The adventure begins with the players on the wrecked bus.
Before the wreck several cars were seen off the road in the deepening snow but had no passengers.

The snow is falling heavy, the wind is rising, and the temperature is rapidly falling. A few of the passengers were injured in the wreck but have been attended to by Eli the paramedic and Sammy the firefighter (and possibly the PC's.)

The slide into the ditch broke several windows on the bus and killed the engine. Diesel and oil is draining into the ditch. There is no heat and with the temperature is falling fast if they stay here they will freeze. If the bus is equipped with a cb radio it will not be able to broadcast within the storm.

Bob the bus driver has driven this route many times and is aware that the summer camp is nearby. They passed the sign for its turnoff before the wreck.

What's on the Bus?
Passenger luggage and personal items.
2 tire irons
2 spare tires
12 road flares (15 minutes)
2 first aid kits
small tool repair kit
Cb Radio (the blizzard is blocking transmission and reception)

Night will be falling within a few hours. Their only chance of surviving the night is to move through the mile and a half of woods towards the summer camp for shelter.

Burning Stuff on the Bus
Very little is available. Seats, cushions, clothes, etc can be used as fuel but will burn up quickly. There's not enough diesel or oil in the bus to maintain warmth for long, too much has drained away into the drainage ditch..

NPC's Aboard the Bus
Bob Sanderson, 48, bus driver
Bob is a good guy. A devout Catholic and divorced father of two. He is responsible for his passengers and will not be willing to leave one behind if he can help it. His knee was sprained in the wreck and he can only move at a rate of 90'/30'.
Jackie Winslow, 36, used car salesman
Jackie is a bit of a sleaze who hits on all the women. He is out for himself and will do what it takes to see that he survives. He bashed his head on a window and lost a few hit points but is otherwise okay.
Eli Brooks, 31, paramedic
Eli is travelling the country on vacation from his native California. A professional paramedic he is level headed and cool in emergencies. He was uninjured.
Kaye Jones, 26, waitress
Kaye is in between jobs and heading back to her hometown to live with her sister. Having run away from home and on her own since she was 17 she doesn't frighten easily and can take care of herself in most situations. She was uninjured.
Sammy Morales, 27, fireman
Sammy is a professional firefighter in St. Louis. He is travelling to visit his parents. Like Eli he is good in an emergency and has nerves of steel. Sammy was thrown around and lost a few hit points but otherwise is fine.
William Prior, 18, punk
William is a punk rocker wannabe who likes to go by the name Nails. He has been in trouble a lot because of his mouth and attitude and a judge ordered him out of the state. He is on a road to nowhere. He broke his left hand falling out of his seat and cannot use it for anything.

Bob Sanderson, 48, bus driver
Hd 2
Hp 10 (currently 5)
Ac 10
Hit +2 melee, +1 ranged
Save 14
Special His knee was sprained in the wreck and he can only move at a rate of 90'/30'
Str 13, Con 13, Int 12, Wis 13
Drive +2
Drive, Heavy +3
Notice +2
Persuasion +1
Psychology +2
Repair +2
Club (1d4+1) Pocket knife (1d3+1)

Jackie Winslow, 36, used car salesman
Hd 2
Hp 8 (currently 6)
Ac 11
Hit +1 melee, +2 ranged
Save 14
Dex 13, Int 14, Wis 13, Chs 15
Accounting +1
Appraisal +2
Business +1
Notice +2
Persuasion +3
Psychology +3

Eli Brooks, 31, paramedic
Hd 2
Hp 10
Ac 10
Hit +2 melee, +1 ranged
Save 14
Str 13, Int 1, Wis 13, Chs 14
Driving +1
City Knowledge (choose) +2
Medicine +2
Notice +2
Persuasion +2
Pharmacology +1
Psychology +2

Kaye Jones, 26, waitress
Hd 2
Hp 8
Ac 11
Hit +1 melee, +2 ranged
Save 14
Dex 13, Int 13, Chs 15
Acting +3
Hear Noise (1-2/1d6)
Notice +2
Persuasion +3
Psychology +2
Sneak +1

Sammy Morales, 27, fireman
Hd 2
Hp 12 (currently 10)
Ac 11
Hit +3
Save 14
Str 15, Dex 13, Con 1, Int 13, Wis 13
+1 to Hit
Climb +2
Drive +1
Drive, Heavy +1
Medicine +1
Notice +2
Persuasion +1
Repair +2

William Prior, 18, punk
Hd 2
Hp 9 (currently 5)
Ac 12
Hit +3
Save 14
Special: Left hand is broken and useless
Str 15, Dex 13, Wis 12, Chs 13
+1 to AC
+1 to Hit
Drive +1
Intimidate+2
Notice +2
Security +1
Sleight +1
Sneak +2

The Woods
The road is a mile and a half through light woods to the edge of the summer camp.
The wind and snow have cut visibility down to a few feet at times. The group of survivors are far enough away from the Wendigo that they will only take cold damage of 1d6 hit points for each hour they are in the snow. If they are wrapped up in coats and other materials scavenged in the bus they can try a Constitution/Stamina or a Survival check for half damage each hour.

During the worst of the wind and visibility issues three of the NPC passengers will disappear. With the wind and snow they become separated and lost before anyone can notice. The wind is howling too loudly for the separated group to shout to find their locations.
The party stumbles onto a frozen corpse of a moose half hidden in the snow. It is frozen solid.  Anyone checking the corpse can roll a successful Intelligence check to realize, under the snow,  part of the moose is shattered as if dropped frozen from a great height.
Occasionally, barely through the wind, there is a faint noise as if someone is screaming above, from a great height.
A small pack of three feral dogs, mad from the cold and the hunger of a poor hunting week, will stalk and attack the party out of desperation. The mad dogs will target the wounded to drag off first and will fight to the death.

Survival rolls to determine location are impossible with the heavy snow and unfamiliar woods. The party will spend 2+1d2 hours in the storm before the stumble onto the camp trail near Ed the caretaker's cabin.

The Hikers
Two college dudes have dragged their high school girlfriends and one's cousin out into the woods for a weekend of campfires, beer, drugs, and sex. Like everyone else they were completely caught off guard by the violent storm. Brian and Jason spent time at the camp as kids and know where it is. They headed through the snow with the girls. Halfway to the camp they were attacked by a 'maniac' who ran out of the storm. They managed to beat him down with their walking sticks and flee into the storm. Bunny was badly bitten on her left forearm before they escaped. They arrived at the camp before the PC's party and Ed the caretaker has let them into his cabin.

Brian McMasters, 19
Brian is a loud-mouthed douche-bag. He will puff out his chest and try to take charge of any situation no matter how unqualified he is for the lead role. He's even worse when Bunny is around, jealously guarding her from all other guys. He is a coward at heart.
Jason Wilderson, 19
Brian's college bro and 2nd douche-bag extraordinaire. He's only along to get in Riley's pants and party. Always has a smart ass remark.
Bunny Liston, 18
Stereotype dumb blonde millennial. She can't live without a phone signal and was talked into the trip with the promise of a few mild party drugs. She was bitten by the 'wild man' roaming in the woods while lost in the snow.
Riley Olson, 17
Bunny's bestie and fellow airhead. She's slightly interested in Jason and way more interested in his beer and dope. Morgan is her cousin and she invited her along because she's insecure and wanted someone younger than her for the others to pick on.
Morgan Olson, 16
Morgan is Riley's brainy cousin. She is a fifth wheel that was invited by Riley and is often the target of Brian and Bunny's scorn and jokes. Her mother thought it would be a good idea to get off of her computer and gets some fresh air for the weekend.

Brian and Jason
Hd 1
Hp 8
Ac 11
Hit +2
Save 15
Str 15, Dex 13, Con 13, Chs 13
Boat +1
Climb +1
Drive +1
Notice +1
Persuasion +2
Repair +2
Sneak +1
Swim +1

Bunny and Riley
Hd 1
Hp 5
Ac 12
Hit +1 melee, +2 range
Save 15
Dex 15, Chs 15
+1 Ac
Acting +2
Notice +1
Pschology +1
Persuasion +3
Sneak +1
Swim +1

Morgan
Hd 1
Hp 5
Ac 10
Hit +1
Save 15
Int 15, Wis 13, Chs 13
Computers +2
Notie +1
Persuasion +1
Psychology +2
Research +2
Sneak +1
Swim +1

Camp Red Lake
The camp is a small private summer camp for richer kids in the area.

Red Lake
The Lake is man-made and fairly shallow near the shore. It drops off quickly to a depth averaging twenty feet. The island rises like a pillar from the lake bottom.

Trails
The camp trails are of gravel covered dirt. There are water fountains set at the begining of each trail.
Several natural hiking trails lead into the surrounding forests.

Locked doors
Each building has a standard door lock for the summer season and is padlocked shut as an extra precaution against animals and trespassers in the off seasons.

Archery Range
The Archery range contains a short indoor range for young campers and targets that can be set up outside. It also has the camp's supply of bows and arrows.
Ten bows
44 arrows
Two first aid kits
Fire extinguisher

Boathouse
Two row boats, 8 oars, and four kayaks, 6 oars
12 life vests, rope, etc
Two first aid kits
Fire extinguisher

Docks
Two boating docks come off of the island in Red Lake and the Boathouse. A swimming dock lies on the shore not far from the Counselor's Cabin.

The Island
The small island has a boating dock and a large firepit area.

Storage Barn
Camping supplies (tents, canteens, etc)
Lawn care (lawn chemicals, tools, riding and push mowers, grass seed, etc)
Sports (kickballs, basketballs, baseball gear, nets, golf gear, tennis gear, lawn darts)
Other (blankets, t-shirts, spare clothing and shoes, pillows, etc)

Administration
Two offices and file storage
Matches, flares, etc all locked in a cabinet
Large first aid bag, smaller kits
Fire extinguisher

Dining Hall
Dishes, utensils, plates, bowls, cooking pots, etc
Benches, tables, chairs
Stoves, ranges, ventilation unuits, refrigerated Unit and generator (currently off with no gas), sink
Pantry (currently canned and dry goods only)
Three first aid kits
Two large fire extinguishers

Counselor's Cabin
This large cabin is split into two barracks. The men's barrack is on the north and the women's on the south. Being connected shenanigans often ensue.
Bunk beds, card tables, lounge chairs, folding chairs, dressers, etc
Each room also has a writing desk, typewriter, and file cabinet
Clipboards and whistles are everywhere.
Spare blankets, sheets, etc
Two first aid kits
A fire extinguisher in each barrack
A spy hole is drilled into the middle wall
A can of bug spray sits on the men's writing desk
A small bottle of whiske is hidden in the women's barrack

Outside the women's barrack is a small toilet and shower building. A drinking fountain stands near here.

Boys and Girls Cabins
These two cabins are identical in build.
Bunks, blankets, sheets, pillows, etc
Toilet paper, bug spray, and other items in cabinets
Two first aid kits
Fire extinguisher

The Caretaker's Cabin
Ed Barlow, 57, caretaker
Ed has been the caretaker at the camp for ten years now. He maintains it year round. He's a bit rough around the edges from living alone in the woods for years. He's quick with a flashlight and a shotgun.
He has a pickup truck but it is buried currentlly drifted in by snow.

He has never seen a storm this large and bitterly cold this early in the year. Something feels wrong on the wind and he swears he is seeing something large moving through the woods in the storm.

The half frozen kids took him off guard but he quickly brought them inside his cabin and helped tend their wounds. When the PC's party shows up he will question them thoroughly before letting them in.

At the first sign of supernatural trouble ( most likely a Lesser Wendigo ) Ed will call for the PC's and NPC's to help him board up the windows and doors.

Living room
black and white rabbit ear tv
couch, chair
music radio
books on shelf
crucifix on wall
knick nacks and assorted junk
double barrel shotgun with 26 buckshot shells
Bed room
single bed
dresser and drawers
nightstand with medicine and books
clothes strewn about
Bathroom
toilet
sink
cabinets
toiletries
towels
cleaning supplies
stand up shower
Closet
3 spare winter jackets and 2 sets of boots
fall clothing
summer clothing
spare blankets
box of pictures
closet junk
Dining room
dining room table
six chairs
junk cabinets
two way radio, headphones, stand (antenna runs to roof)
Kitchen
stove
refridgerator
sink
kitchen cabinets, dishes, food
knives, utensils, matches, etc.
Store room
several days of food, water, beer
barrels and boxes
chainsaw, two gallons gasoline
Basement
large freezer with meat and food
generator
20 gallons gasoline
large tools
garden hoses, basement junk
Outside
large woodpile
rusty truck
well

Ed Barlow
Hd 2
Hp 9
Ac 12
Hit +3
Save 14
Str 13, Con 13, Int 14, Wis 13
Boat +1
Drive +1
Notice +1
Psychology +2
Repair +2
Survival +3
Track +2

Complications
Bunny's bite: Bunny may or may not be infected with the Wendigo virus if such a thing exists in the GM's version of this.
Frozen body bombs: Passengers who were snatched away and other travelers. Their frozen corpses explode as they are dropped from on high, destroying the engine of Ed's truck and possibly shattering a hole in the cabin roof.
Lesser Wendigo: Passengers from the bus or other traveler's changed and assaulting the cabin. There will be footsteps on the cabin roof, Ed's radio antenna and wires into the cabin will be ripped out, windows will be broken and survivor's will be grabbed, break through the stone cellar to attack from below, etc
Who's going to make a deal with the Wendigo? Pc's who do will change and attack. The GM can turn them into NPC's or let them play the monsters.

Greater Wendigo
Hd 15
Hp 66
Ac 5/14
Attacks: 2, bite or claw (2d6)
Save  5/ F15
Move 150(50) land, 360(120) flight
Alignment: Chaotic Evil

The  Greater Wendigo can tear a victim apart with its massive teeth and claws.  It can also regenerate 3 points of hp damage per round except for fire, magic, and wood from the ash tree.' It can see perfectly in the dark.

The creature generates a constant aura of fear with a radius equal to its current hit points in feet.
Those caught in the fear aura must make a Saving Spell (Magic) or suffer the effects of Fear found here.

A Greater Wendigo can summon and maintain a massive blizzard any time it wishes. The radius of the storm is a number of miles equal to half of the Wendigo's current hit points; as it loses life so does the storm. The Wendigo is nearly invisible inside of the storm surprising victims on a 1-4 on a 1d6. Those caught outside must make a Constitution check every full half hour exposed to the blizzard or suffer 1d6 hp damage from the arctic cold of the storm. Those making the Saving throw take half damage. The Wendigo will often snatch weakened victims into the sky where their screams can be heard by their companion. The fiend will then psychologically torture the living by hurling the frozen corpse from on high to shatter on the ground at the feet of the companions. Sometimes it will hurl the frozen corpse at individuals, vehicles, or even the rooftops of dwellings.

The Constitution check is modified by the following:
Light winter clothing: -2 bonus to the Saving throw..
Heavy winter clothing: -4 bonus plus automatically takes half damage, 0 damage if the Saving throw is made.

The Greater Wendigo preys on weakness and can deliver a curse upon susceptible victims within the confines of the storm. It can telepathically worm its way into the mind of one chosen victim per hour. The victim chosen will be weakened, wounded, sick, diseased, etc; consumed with fear, pain, and desperation and who believe they are doomed. It will promise to save them and end their pain if they surrender themselves to its will. Those who accept the offer take on the Wendigo Curse and become a Lesser Wendigo. The DM has heavy fiat here. The NPC can either choose or if the DM is unsure a Saving throw can be made to see if the bargain is made.

The most likely NPC's to accept the Wendigo's bargain are:
Jackie Winslow, the used car salesman
Kaye Jones, the waitress
Brian McMasters, hiker


Lesser Wendigo
Ac 7/12
Hd 3
Hd 15
Attacks: 2, bite or claw (1d4)
Save 15/ F3
Move: 120(40)
Alignment: Chaotic Evil

When the Wendigo Curse is accepted the victim immediately transforms into a Lesser Wendigo. Unlike a Greater Wendigo it has the ability to appear as a normal human being. When enraged, hungry, or attacking it will lose control and its true hideous nature will emerge. It will often show its true form as a psychological tactic to shock and horrify its soon to be meal.

The Lesser Wendigo can bite or claw twice per round. It is a formidable opponent taking minimum damage from all damage except fire, magic, and wood from and ash tree. It is completely immune to cold damage. It cannot fly as a Greater Wendigo can but it  can spiderclimb as per the spell and sees up to 90 feet in absolute darkness.

A Lesser Wendigo does not regenerate or heal naturally. It can only heal by eating raw flesh, gaining one hp for every two hp damage caused by its bite as it swallows the meat and blood of its victim.

Unlike a Greater Wendigo the Lesser lack the telepathic ability to pass on the Wendigo Curse. They can only attempt to pass it on curse via biting. If they choose to do this and successfully bite the victim, the victim must make a Saving throw to avoid the curse. If infected they will transform over the course of 1d6 hours. The only way the curse can be broken is by killing the Lesser Wendigo that delivered the cursed bite.

EDIT:
Dave's Crappy Maps!

The Camp

Caretaker's Cabin

Counselor's Cabin

Boy's or Girl's Cabins

The Boat House










Wednesday, August 8, 2018

Necromancer for Basic Games

Decided to post my more traditional Rules as Written friendly Necromancer as opposed to my gory version found here.

I've had players use this version several times over the years, once in Caste Amber, and it worked well enough the players enjoyed it.

Necromancer
The Necromancer is a Magic-user who focuses his arcane powers upon death and the dead. Necromancy is a taxing and challenging path to tread and is not undertaken lightly. Necromancy is generally studied only by humans; while Elves are able to tread the path of the dead, there are no recorded instances of an Elvish Necromancer.

Prerequisites: 
Int 13+, Con 13+, non Lawful

Servitor Undead: 
Once per day Necromancers can raise servitor zombies or skeletons but the total HD of Servitor Undead cannot exceed the necromancer's level. He can replace lost servitors each day if he has the corpses to do so but, again, the total HD of all, yesterday's, today's, tommorrow's, etc cannot excede his level in HD. The actual ritual to raise the servitors takes one minute per HD raised.

Banish Undead:
Necromancers can banish undead as if they were a clerics. A "D" results in the undead ether being destroyed or, if the Necromancer chooses, falling under control of the Necromancer for a number of rounds equal to half the Necromancer's level before de-animating. This does not count against his HD total of Servitor Undead as these are extremely limited.

Spell Casting: 
Necromancers cast spells as per regular Magic-users, but because so much of the Necromancer's studying is devoted to death and the dead, Necromancers have a limited spell list compared to a normal Magic-User.

Necromancer Spell List: 
Level One
Cause Light Wounds
Charm Person
Detect Magic
Hold Portal
Light
Magic Missile
Read Languages
Read Magic
Shield
Sleep

Level Two
Continual Light
Darkness, 15' Radius
Detect Evil
Detect Invisibility
ESP
Invisibility
Knock
Locate Object
Mirror Image
Stinking Cloud
Web
Wizard Lock

Level Three
Cause Disease
Clairaudience
Clairvoyance
Darkvision
Dispel Magic
Fireball
Hold Person
Invisibility 10' Radius
Lightning Bolt
Monster Summoning I
Protection from Evil 10' Radius
Slow
Speak with Dead
Suggestion

Level Four
Cause Serious Wounds
Charm Monster
Confusion
Dimension Door
Extension I
Fear
Monster Summoning II
Remove Curse
Snake Charm
Wizard Eye

Level Five
Animate Dead
Cloudkill
Contact Other Plane
Extension II
Feeblemind
Finger of Death
Hold Monster
Magic Jar
Monster Summoning III
Passwall
Telekinesis
Teleport
Transmute Rock to Mud

Level Six
Anti-Magic Shell
Death Spell
Disintegerate
Invisible Stalker
Legend Lore
Monster Summoning IV
Project Image
Repulsion
Stone to Flesh

Level Seven
Cacodemon
Delayed Blast Fireball
Extension III
Mass Invisibility
Monster Summoning V
Phase Door
Power Word Stun

Level Eight
Clone
Mass Charm
Mind Blank
Monster Summoning VI
Power Word Blind
Symbol Level Nine
Astral Spell
Gate
Meteor Swarm
Monster Summoning VII
Power World Kill
Time Stop

Infernal and Magic Options
Anyone Can Cast Rituals Options







Monday, August 6, 2018

The Hyena. OSR Victorian mini-Adventure

A Victorian/Gaslight Adventure originally presented on my lost original blog.
When I ran it with my player's a while back they did very well and had few casualties and many scares. 

THE HYENA
This scenario was written for my OSR Victorian game but can be easily re-skinned for other time
periods or settings. The scenario is presented as generic as possible. No maps are included. Maps of London and old estates are easy enough to find online and re purpose.

London, 1890's
October

THE PC'S
(The PC's in this game were created at 5th level using my OSR Victorian rules.)
The hook I used to get them into the adventure is as follows (others can be easily employed.)
They are friends and companions of Lord Talbot, a minor nobleman. He is a member of the
Explorer's Club and they are his frequent guests on hunts, safaries, and other adventures.

THE SETUP
There have been a series of gruesome deaths in London's Richmond Park over the course of the last
three nights. The newspapers are tearing the police apart and they have managed to quell panic of
"The Ripper's Return!" only by the fact the wounds appeared to be the work of a 'wild dog which
probably wandered into the park.'

Small comfort for the family and friends of the victims.

The Victims thus far:
Night One: Two couples, walking in the evening.
Night Two: Two tramps, camping in the park at night.  (A third survived and can be tracked down as a witness to the deaths.
Night Three (Last night): One Parks Policemen on patrol, killed and mutilated on his patrol route. Growing desperate the police have asked the Explorer's Club for help, wishing to utilize professional trackers to find and destroy the beast from the Park. Lord Talbot has volunteered his and his companions skills to rid London of the menace.
A long time friend of Talbot's, and also member of the Explorer's Club, Lord Winston Godfrey has joined the hunt along with his Cameroonian servant M'Buku.
Accompanied by a heavily armed squad of policemen under the charge of Inspector Aaron Copeland, 35, the Player's party is part of a spread out net of hunters in the park, tracking and waiting for the beast to strike again.

WHAT'S GOING ON
The Park is being hunted by a Were-hyena.
Godfrey and M'Buku know what is going on and are trying to hide the truth and save the
Werehyena.

Godfrey  was on a hunt near Lake Chad in Cameroon, in the land of the Kanuri's. M'Buku and
Godfrey became fast friends and Godfrey fell in love with M'Buku's sister, Malaika. They were
secretly married and she poses as his servant here in London. The problem is the youngest brother,
Sani. He was cursed by a witch-man in Cameroon and transforms each night into the Werehyena.
Godfrey and M'Buku kept him caged and safe during the transformations and brought him to
Godfrey's isolated estate on the edges of London. With the help of scientist Dr. Adolf Von Kreider
they seek a scientific cure to his condition.

Sani escaped his capture three days ago and has been hiding in the park, mad with grief and
tormented by his curse. Godfrey and M'Buku have been hunting for him each night trying to subdue
him with traps, nets, and even poison to bring him in alive.
                                     Victor Guerra Art
EVENTS
The Park:
After several hours the PC's will hear the approach of a strangely silent dog-pack.  Aware of the
many hunters in the park the Were-hyena has brought the stray pack  under his power and has them
attack the hunters and try to kill as many as possible. They will fight to the death under his control.

Immediately after the dogs the Were-hyena will appear and viciously attack the party.

He will use the cover of fog and darkness to his advantage as well as his ability to quickly climb and
launch himself from the trees.

He can be driven off by either losing half of his HP's or being struck by iron pellets from Godfrey or
M'Buku's guns.  He will attempt (and probably) escape over the outer wall of the park if chased. He
will then circle the park and head south.

It will be impossible to track him over the pavement and dogs will not willingly follow his scent.

The Next Morning:
Newspaper headlines flash with news of a first victim found outside of the park in nearby Sutton. A
prostitute was savagely torn apart. No witnesses. 

CLUES
The Victims:
Each was killed by a massive bite to the throat and their bodies savaged. The bite marks are huge,
larger than any known species of dog in london with pronounced upper and lower canines.

One massive man-sized print was found near the corpes of the tramps. Research into such things
will allow the party to find that the bite pattern and track match that of a Hyena, although of
enormous size.

The surviving tramp witness did not see the attacker but he did hear 'giggling and laughter before
and during the attack.'

The Dog-Pack:
The dog-pack's uncanny silence approaching and willingness to fight to the death, not running even
facing gunfire.

Godfrey and M'Buku:
If questioned about the track or teeth they will feign ignorance. A little research into their past
shows they have dealt with hyenas before and would recognize such signs.

During the fight with the Were-hyena they both are reluctant to fire upon the beast, intentionally
missing as much as possible trying to drive it away.

The PC's will spot this on an awareness check. ( each PC has a chance to spot this: 1 on a 1d6 due to
the chaos of combat.)

If asked about Were-hyena legends they will lie and state that they are said to be harmed with silver
instead of iron.

Sutton:
Godfrey's estate lies to the south of Sutton.
The Were-hyena was fleeing in that direction when he left the park.
If the PC's visit the estate they will be greeted at the door by Malaika, posing as a maid. She will not let them in. Godfrey and M'buku are not at home.

Godfrey's Estate:
All roads lead to here.
The Werehyena is driven by his curse to attampt to kill his sister Malaika. She is currently under the
care of Dr. Von Kreider. They will be in her upstairs bedroom, waiting.

The house is riddled with traps designed to slow Sani down. Shotgun shells hidden under floor
boards, arrow traps, punji pits, explosives, spear traps, snares, etc. The two hunters will be waiting
upstairs for Sani to break in.

Sani will climb the walls and attack from a skylight above.

END GAME
There is no cure for Sani. The only way to stop him permanently is death.
If the PC's can help the hunters destroy him, they have won and will gain new allies. Rich allies.

NPC'S
Lord  Jonathan William Talbot, 30
HD 5
AC 12 (Leather Jacket + Dex bonus)
HP 33
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6)
Save  10/F5
Special  Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Dex 15, Int 13, Cha 14

Detective Aaron David Copeland, 32
HD 4
AC 10
HP  25
Dmg Pistol (1d6), Nightstick (1d4)
Save  11/T4
Special  Assess (60%), Deduction (60%), Local Knowledge (60%)
Int 15, Wis 15 Cha 13

Lord Godfrey, 32
HD 4
AC 13 (Leather Jacket, Dex bonus, Class bonus)
HP 24
Dmg Rifle (2d8), Heavy Pistol (1d8), Saber(1d8+ 1 Str bonus)
Save  11/F4
Special  +1 hit with melee weapons, +1 to AC
Str 15, Dex 13, Wis 13, Cha 14

M'Buku, 29
HD 5
AC 12 (Dex bonus)
HP 34
Dmg Rifle (2d8), Heavy Pistol (1d8), Ghurka knife (1d6 +1 Str bonus)
Save  10
Special  Awareness -1 to surprised, Sneak 65%, Survival 65%, Track 65%
Str 15, Dex 16, Con 15, Int 13, Wis 15, Cha 13

Malaika, 25
AC 10
HD 1
HP 4
Att +1
Dmg Knife (1d4)
Save  16
Move 12
Int 13, Wis 14, Chs 15

Dr. Adolf Von Kreider, 52
HD 3
AC 10
HP 12
Dmg Heavy Pistol (1d8),Scalpel(1d3)
Save  12/T3
Special  Diagnose Illness (70%), Healing (70%) heal 1d6 per person after combat, Stabilize when below 0 hp (70%)
Int 15, Wis 3

POSSIBLE LOCALES
The Explorer's Club
Richmond Park
The Police Station Dead Room  (The Morgue)
Hospital
Godfrey Hall

MONSTERS
The Were-hyena/Sani 
AC 16 (half damage from any weapon other than iron)
HD 6
HP 40
Att +6
Dmg 2 claws (1d4) or bite (1d10)
Save  11
Move 180/90 climbing 

Regenerate:
2 points per round unless the damage is from iron.

Climbing:
With his powerful claws the Werehyena can climb wooden walls, trees, cobblestone walls, etc with
a move rate of 9.

Curse:
If a victim is brought below 50 percent HP's by the bite they must make a Save or be cursed to turn
into a Were-hyena on the next month's dark of the moon. After that they will transform each night
at sundown.

The curse turns the Were-hyena into an incarnation of evil itself. They have no pity or regard for
anyone or anything in their path. They are often drawn to seeking out and killing those they love
most.

Dog 
AC 12
HD 1+1
HP 6
Dmg Bite (1d4)
Save  16


Saturday, July 28, 2018

Saturday, July 21, 2018

OSR Pirate/Renaissance and Colonial: Ship Combat, Weapons, Armor, Etc


Optional Rules, Weapons, Armor

Multiclassing
Maximum total character levels: 20
Maximum total classes: 3

To gain a new class the character must gain enough experience points to reach a new level in his current class. Once this happens he gains a level of the new desired class. The total levels in both classes are added to find his total character level.

Whichever class has the highest exp requirement to reach the next character level becomes the new required exp for the character to level in either class. There is no restriction on which class he must level in, he can raise either as long as he gains the proper exp to gain a new character level.

For Example:
A 5th level Warrior has trained to become a Sorcerer when he gains 32,000 exp (required to reach Warrior  level 6). He is now a 5th level Warrior/1st level Sorcerer. His total character level is 6.
He switches to the exp requirements of the higher cost Sorcerer. He must now gain 80,000 exp (required to reach Sorcerer level 7) to gain a level of either Warrior  or Sorcerer. If he had not multiclassed he would have reached Warrior level 7 at 64,000 exp.

If the same type of class (divided into the categores of Fighting-Men, Tradesmen, and Mystical) is chosen for the new level the character continues with his normal progression in attack and saving throw. If a different type of class is chosen the best of both classes is used.

For Example:
The above 5th level Warrior /1st level Sorcerer would use the 5th level  Warrior attack and saving throws. If he were to gain enough levels of Sorcerer to beat his Warrior attack and saves he would then use them. Use the best of both.

If he had chosen another Fighting-Man class, say Scout, his attack and saving throw would continue as a 6th level Warrior .

The character can use any weapon his classes allow but he must follow the armor restrictions for class abilities:
Leather armor or less if a Thief class is chosen, no armor for spells as a Sorcerer, etc.
Shields may be used if a class allows but must be dropped or slung for thieving or magic.

Surprise modifiers, AC bonus, and to Hit bonuses granted by classes do not stack.

Fear & Madness
Ship Combat Rules

FIREARMS, Dmg, Range
Pistols
Pocket Pistol, 1d8, 5'
Belt Pistol, 1d8, 20’
Horse Pistol, 1d10, 20'

Long Arm*
Caliver , 2d8, 30'
Musket, 2d8, 60'
* Can be loaded with shot. The shot does reduced damage after the first increment and no effect past the fifth range increment.
3d6/2d6/2d6/1d6/1d6, +2 to Hit first range increment

Blunderbuss, **, 20', +2 to Hit increments 1 and 2
**A blunderbuss makes an attack roll against anyone in a cone extending out from the muzzle of the weapon 5’ to a maximum width of 15’, inflicting 3d6 damage to targets struck in the first two range increments, 2d6 to targets in the three and four range increments, and 1d6 to targets in the fifth range increment. It does no damage past the fifth increment.

Reload
The reload time for these weapons are two rounds. They can be fired on the user's initiative on the third round.

Reloading a muzzle-loading weapon while moving faster than a walk or on a horse moving faster than a walk requires a Dex check with a -4 penalty. Failure results in the powder and shot being spilled, wasting one reload. If in a racing wagon or a rolling  ship the weapon can be reloaded normally with a straight Dex check.

Range
Firearms have ten range increments, and suffer a  –2 penalty per increment after the first.
Point Blank: Within 10' of a target (5' for derringers) the shooter gains a +4 bonus to hit.

Firearms Vs Armor
Pistols and Longarms are effective vs armor at close range and reduce the effectiveness of the armor's AC bonus. This applies only to that portion of the character's Armor Class that comes from wearing armor and shields; Dexterity bonuses are unaffected as are cover bonuses. The penalty cannot make a character's Armor Class worse than if he was wearing no armor.

Pistols
At the first range increment pistols ignore three points of armor, at second pistols ignore two points, at third pistols ignore one point. Beyond this no armor is ignored.

Longarms
At the first range increment longarms ignore five points of armor, at second longarms ignore three points, at third longarms two points, at fourth longarms ignore one point. Beyond this no armor is ignored.

For creatures, if the DM decides that their AC includes natural armor, the firearm would ignore it as well. If you're unsure of how much to ignore removing 2 points of creature AC is a good rule of thumb. Remove more if you feel you should.

Misfire on a !d20 Attack Roll
Matchlock Misfire 1-4, on 1d20
Wheellock Misfire 1-3
Snaplock Misfire 1-2

If the attack roll is a misfire, the weapon does not fire. The DM should roll 2d6:
2-3 Explosion
4-7 Fouled barrel
8-12 Hangfire

An explosion inflicts 1d6 damage for pistols/2d6 damage long arms on the character holding the firearm. A Saving throw vs Death reduces the damage dice to 1d4's.
The gun is destroyed.

A fouled barrel ruins the shot and renders the gun useless until carefully cleaned, taking 1d3 x 10 minutes.

A hangfire goes off 1d3 rounds later then it should. If the user keeps the gun lined on target he can make a normal attack when it fires.

Dampness/Wet Weather
In light rain there is a chance of failure to fire.
Matchlock 25%, Wheellock 0%, Snaplock 10%

Medium rain raises the chance.
Matchlock 75%, Wheellock 30%, Snaplock 50%

Heavy rain or immersion in water is an automatic failure for all.

This is rolled each round that the weapon is used under these conditions.
If it does fail to fire due to dampness then the gun must be cleaned and dried to be useable, this takes at least a half hour. Snaplocks and matchlocks cannot be reloaded in the rain.

Fire
If a character takes massive fire damage (such as from a fireball or being thrown into a burning fireplace, etc), the DM will decide on a d6 (typically 1 or 2 but possibly higher if the DM warrants it) if containers containing powder for reloads is breached by the fire. If a breach occurs, the black powder ignites and inflicts 1d2 points of damage on the character for every charge carried.

Double Barrel Firearms  
Double barrelled versions of rifles and pistols can be purchased or commissioned but are very expensive. The design can be side by side barrels with their own igniton systems or a revolving barrel which hs it's own primer pan but is twisted around to the flint and trigger mechanism.

Repairing Firearms
Gunsmithing (Int check)
Characters with a background with firearms can build and repair firearms and make bullet molds.

If the check for building fails, the weapon is damaged, and it explodes the first time it is used, causing damage as above. Any failed repair check indicates that the character breaks something in the firearm being fixed, necessitating two subsequent successful checks to repair it.

BOWS,  Damage, Range, Shots/rnd
Long Bow, 1d8, 100', 1 or 2 at -2 each
Short Bow, 1d6, 50’, 1 or 2 at -2 each
a
MELEE, Damage, Range
Bayonet, 1d6, -
Brass Knuckles, Gauntlet, Basket Hilt/Knuckle Bow, 1d3, -
Club, 1d4, 10’
Hatchet, 1d6 , 10’
Hook, 1d4 , -
Knife, 1d4, 10’
Long Knife, 1d5, 10'
Spear, 1d6, 20’
Straight razor, 1d3, -
Sword (Cutlass, Rapier, Sabre, etc), 1d8, -
Tomahawk, 1d4 , 20’
War Club, 1d6, 10’
Whip, 1d2, 10’ to 15’ reach
Wood Axe, 1d8,  -

ARMOR
Military/Thick Coat +1
Leather Vest/Jacket, Padded Jacket   +2
Buff Coat +3
Breast Plate (front), Brigandine/Coat of Plates, Mail (Very rarely used)   +4
Breast Plate (full)  +5
Shield/Buckler +1
Helm +4 to head (50% cover)

OSR Pirate/Renaissance and Colonial Classes. Magician, Sorcerer, Witch

For the players of my upcoming Ravenloft Renaissance Game
These classes replace Magic User, Cleric, etc.

The Mystical Classes
Magician
Sorcerer
Witch

The Magician
Hit Die:1d4
Hit/Save: As Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+
Spells
The Magician casts spells as a Magic User with the following changes...
The Magician receives a extra spell slot per spell level at each level of Magician. For Example: A fourth level Magic User would have three 1st level spell slots and two 2nd level slots available. The  fourth level Magician has four 1st and three 2nd. HOWEVER, the Magician can only cast spells via rituals.
The Magician may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Magician have a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Magician makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Magician must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Magician has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Magician may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated by a command or by the presence of the spell's target.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Magician is very adapt at this form of magic and can make a number of items equal to twice his level, and each has a shelf life equal to twice the Magician's level in days.

Bonus Languages
The Magician must master many languages both modern and archaic in his studies.
He receives an extra language at first level and can learn a new one at everky third level.

The Sorceror
Hit Die Type 1d4 per level up to ninth level
Hit/Save As: Magic User
Weapons Permitted: As Magic User
Armor Permitted: None
Prime Attribute (5% experience bonus): Intelligence 13+

Spells
The Sorceror casts spells as a Magic User.
The Sorceror may cast both Magic User and Cleric spells. If a spell is listed in both the Cleric and Magic User lists the Magician uses the Magic User version.
The Sorceror has a chance to cast spells of a higher level than he normally has access to. The spell must be found via tome, scroll, teacher, or other source to obtain it. Study time is one week per spell level. At the end of this study time the Sorceror makes a roll of 10 + 1/2  level + Int bonus - the spells level on a 1d20. If the target number or less is rolled the spell is learned and can be cast as a ritual once daily. If failed the Sorceror must continue studying the spell for another wee  k.Only one spell at a time can be studied.
The Sorceror has the option of practicing Infernal Witchcraft.

Bonus Languages
The Sorceror must master many languages both modern and archaic in his studies.
He receives an extra language at first level and a bonus language at every third level.

Witch
Hit Die: 1d6 up to ninth level
Hit/Save: As Cleric
Weapons Permitted: Any one-handed melee and ranged.
Armor Permitted: Leather or less.
Prime Attribute (5% experience bonus): Wis13+

Spells
The Witch may cast the same number of spells per day as the Cleric in the base rulebook.
The Witch may cast both Cleric and Magic User spells. If a spell is listed in both the Cleric and MU lists the Witch uses the Clerical version.
Witches can cast rituals.
The Witch has the option of practicing Infernal Witchcraft.

Potions, Salves, and Charms
A Witch may work any spell known into a potion, salve, or charm.
Potions must be drunk, salves applied to skin, and charms hidden on or in the house of the target of the spell to be activated when the target enters the area, etc.
Whomever physically introduces a subject to a potion, salve, or charm with a spell that compels the subject to obey or otherwise be influenced by the caster acts as the caster. The spell is in the item and released by the will and actions of the person who intends the spell on his target.
Creation time is the same as for rituals and costs the daily spell slot of the spell used. The Witch can only make a number of items equal to her level, and each has a shelf life equal to the Witch's level in days.

Poisons
Given an hour of brew time, and the proper ingredients herbs such as human or animal parts, the Witch can create virulent poisons. The poison can be ingested, contact, or injected as the Witch desires. At first level the Witch's poison does 1d6 hp damage and an extra 1d6 at levels 3, 9, 12, 15, and 18. The poison is insidious and slow; starting one hour after exposure it does 1d6 damage per hour until the available d6's of poison are used or the vicitm is dead. A Saving Throw is allowed during the initial 1d6 hp loss and if successful, all damage done is for half damage as the poison runs its course.
The Witch can also make an antidote for the poison. When given it stops all damage.
Both poison and antidote have a shelf life of a number of days equal to the Witch's level.

Useful Magic Options

OSR Pirate/Renaissance and Colonial Classes. Fighting Men

For my players in the upcoming Ravenloft Renaissance Game


The Fighting Men
Archer
Brute
Calvaryman
Musketeer
Pirate (Sailor)
Scout
Swashbuckler
Thug
Warrior

Archer
Ability Requirements: Str 13, Dex 13
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer bows and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Bow Expertise
+1 to hit with a bow.
If you are only allowing one shot per round the Archer can attack twice per round with a -2 penalty per shot if he takes both.

Long Shot
Range increment's for bows increases by 50 percent.

Sure Shot
No penalty for unstable platform such as a running horse, chariot, rolling ship deck, etc.

Dead Shot
Level 3: After aiming for one full round the archer receives a +4 bonus to his bowshot the next round. This bonus only applies to the first shot of a round.

Rapid Shot
Level 9: An third bow attack is gained.

Trick Shot
Level 12: Called shot penalties reduced by half.

Brute 
Ability Requirements: Str 15, Con 13
Hit Dice: 1d10 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer big damage melee weapons.
Prime Attribute (5% xp bonus) Str 15+

Brawn
A Brute character gains +2 to all melee and unarmed damage rolls (in addition to his normal Strength bonus). He knows where to hurt people and hits like a freight train.

Crusher
Once per day per level the Brute can summon his inner reserves of anger and rage to deliver a brutal strike. With a -2 to the attack roll but doing x2 damage (rolled and modifiers both.) If a natural 20 is rolled the modifier is x3. If he takes more than one attack per round, for example using Follow Through, he can take each attack as a Crusher attack as long as all penalties are applied and he hasn't used all of his daily Crusher attacks. This does not stack with attacks such as Backstab or other damage increasing maneuvers.

Destroyer
At third level the Brute can swing wildly attacking twice per round with a melee weapon with a -2 penalty to each attack. This penalty is in addition to any other attack combinations such as two-weapons and follow through if multi-classed.

Follow Through
At level 3 the Brute can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Brute. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.

Intimidation
Once per day per level the Brute can intimidate creatures with a total HD equal to his level. Thus a fifth level brute can intimidate up to five HD of creatures. Lowest level HD creatures are affected first. The creatures must be able to see the Brute's display of intimidation to be affected. The creatures are allowed a Saving Throw to avoid this effect. Those that fail suffer a –2 to all attacks on the Brute. Most will flee; only the most determined will stay and fight.

Iron Constitution
Brutes make saving throws against disease and poison with a +4 bonus.

Cavalryman
Hit Dice 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Follow Through
At level 3 the Cavalryman can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Cavalryman . He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost. The Cavalryman must remain in the same location of combat to get the extra attacks. Charging through an area does not allow this.

Horse Fighter
Calvarymen are familiar with combat on horseback. They receive no penalty for attacks made on horseback and gain a +2 bonus to hit with melee weapons vs infantry troops.
(-2 to a non-cavalryman class rider's attack unless he makes a Ride check at -4 penalty.)
Reloading a muzzle-loading weapon on horse moving faster than a walk normally requires a Dex check with a -4 penalty. Failure results in the powder and shot being spilled. The Cavalryman can do it with a straight Dex check.

Riding
At levels 1, 3, 6, 9, 12, 15, and 18 the Calvaryman gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot, etc. In addition, the Cavalryman can do the following:
On Horseback the Calvaryman gains a +1 to AC and can use his Dex bonus increase his mount's AC.
With a successful check, the Cavalryman can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC. This is considered pretty dishonorable by quite a few.
With a successful check the Cavalryman can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous.)
With a successful check the Cavalryman can coax the horse to leap obstacles and the Cavalryman can hang on while the animal is performing the maneuver.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Cavalryman may choose a melee weapon type (sword, lance, heavy lance, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a heavy lance does 1d12, a sword does 1d10, etc. Many will choose lance as a focus weapon,

The Musketeer
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any but greatly prefer firearms.
Prime Attribute (5% experience bonus): Dexterity 13+.

Firearms Expert
The Musketeer receives a +1 bonus to hit with any firearm. This stacks with aiming and point blank shooting.

Fast Reload
The Musketeer cuts their reload time down by one round. Thus a musket or pistol can be reloaded in one round instead of two.

Firearm Repair
Anyone can attempt to fix malfunctioning or broken firearms and cannon. The Musketeer is better at it due to his familiarity with the weapons. Normally this is an Int check, the Musketeer receives a cumulative +1 bonus to this check at every third level. The repair time is left up to the DM based on how badly the weapon is damaged and available tools and materials to fix.

Sure Shot
No penalty for unstable platform such as a running horse, carriage, rolling ship deck, etc.

Fast Draw
Level 3: The Musketeer can draw, ready, and fire a firearm faster. The receive 0 penalty to their shooting attacks when drawing and shooting a firearm(s) in the same round instead of a -2 penalty.

The Musketeer gains a cumulative +1 bonus initiative when drawing a firearm( a -3 penalty) at 3rd level and at 6th, 9th, 12th, etc.

If group initiative is used the Musketeer still rolls separately.

Deadshot
Level 6: After aiming for one full round the Musketeer receives a +4 bonus to his firearm the next round. This bonus only applies to the first shot of a round.

Double Shot
Level 9: The Musketeer can fire one firearm in each hand for two attacks. If pistol size the weapon has no penalty. If larger than a pistol the penalty is -2 for that weapon.

Trick Shot
Level 12: Called shot penalties reduced by half.

Pirate (Sailor)
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter, shield. Their abilites can only be used in Leather or lighter.
Weapons Permitted: Any but prefer medium and short weapons for ship fighting.
Prime Attribute (5% experience bonus): Constitution 13+.

Brawler
They receive a +1 to hit on melee and unarmed attacks.

Close Quarters Fighting
No penalty for fighting in tight spaces such as in a ship or a tunnel (normal penalty of -2)

Gambling
Life aboard ship can be boring and the Pirates find ways to pass the time. One of their favorites is gambling and are notorious for being skilled at most forms of games and at the art of cheating. At 1st level and at 3rd, 6th, 9th, and 12th the Pirate gains a cumulative +1 bonus to his gambling checks.

Sailing (includes navigating and ship repair)
Intelligence check. The Pirate receives a +1 to this check and an additonal +1 bonus at every third level. This includes the art of steering and keeping the ship running as well as navigating or finding one's position using an Intelligence check with the Sailing bonus included. Bonuses may be given for good charts, maps, etc. When used to repair a successful roll allows x2 the number of ship points to be repaired.

Swimmer
+2 to Swimming (Strength) checks

Thief Abilities
As a pillager the Pirate must be able to sneak aboard ships or camps on the shore or docks. He can Move Silently and Backstab as a Thief of equal level. He can Climb Walls but not as well as a Thief. At first level they climb at 50 percent plus five percent per even level.

Swashbuckler
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but prefer one-handed melee. Their usually high Dexterity makes them capable two weapon fighters.
Prime Attribute (5% experience bonus): Dexterity 13+.

Fencer
+1 to hit with medium and light melee blade weapons.

Acrobat
+2 to Dex rolls/Saves involving Dexterity.

Florentine
Can attack with a melee weapon in each hand for two attacks with -2 to hit with each. In addition the Swashbuckler can choose to not take the off-hand attack and defend witih the weapon, gaining him a +1 AC bonus that round as if he had a shield.

Light on the Feet
When wearing leather or lighter armors the Swashbuckler recieves a +2 bonus to their AC.

Quick with a Blade
The Swashbuckler is a Dexterity based fighter. He may use his Dexterity bonus instead of his Strength bonus for melee attacks. Damage bonus is still Strength based.

Scout 
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Chain and shield. May wear heavier but lose special abilities while in the heavier armor. See Climber and Stalker below.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Dex 13+

Agile Fighter
+1 to AC. This applies in chain armor or lighter.

Alertness
The ability to detect danger. -1 to be surprised on a 1d6.

Backstab
Scouts are capable hunters and once a quarry is found they are adept at attacking from surprise to kill the prey.  +4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level. This also includes ranged attacks until the target(s) are aware they are being fired upon.

Climber
As a Thief of equal level. If in chain armor  the chance is at -20 percent.

Runner
The Scout's base movement is 135'/45'.

Stalker
In natural settings the Scout can Move Silently and Hide in Shadows at a base 40 percent plus five percent at every even level. If in chain armor the chance is at -20 percent. In non-natural settings (cities, crypts, etc) the percentages are divided by two (rounded up.)

Survival
The ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. This also includes the ability to track with penalties and bonuses for mud, snow, dry ground, etc at the discretion of the DM. The chance for success is 60 percent at first level plus five percent at every even level.

Thug
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Leather
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% xp bonus) Constitution 13+

Backstab
Thugs are dangerous and will often take the opportunity to take an opponent out with a stab or shot in the back. When attacking with surprise, from behind, the Thug gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Thug above level 8 such an attack inflicts quadruple damage.

Brawler
Crime is a rough business for the Thug and he has to know how to lay down a beating now and again. Gains a +1 to attack with all melee attacks.

Criminal Contacts
As he gains skill and reputation the Thug meets a lot of others in the crime business. With a successful Charisma check the Thug may ask one favor of a criminal or underword contact such as a pickpocket, burglar, fence, protitute, etc. The favor will be things not generaly available to the average citizen, usually information or perhaps a use of a special talent. The contact will not endanger himself or his employment and will usually negotiate a payment or favor in return if the favor is difficult or unpleasant.
The Thug receives a bonus to the Charisma check at higher levels: 3, 6, 9, and 12.
He may call upon these contacts twice per adventure at first level. He may add an extra time for each bonus to his Charisma check due to higher levels.

Gambling
The Thug often supplements his income with a bit of cards and dice.  At 1st level and at 3rd, 6th, 9th, and 12th the Thug gains a cumulative +1 bonus to his gambling checks.

Thief Skills
Thugs pick up a mix of useful skills in his associations with other criminals. He often needs to get in where he's not supposed to be and be quiet about it.
Pick Pockets: +20%
Move Silently: +20%

Warrior
Hit Dice: 1d8 per level up to ninth level.
Hit/Save: Fighter
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% xp bonus) Strength 13+

+1 to attack with melee weapons.

+1 to AC. The Warrior is skilled at defending himself from attack.

Follow Through
At level 3 the Warrior can make an additional attack if the first attack is a hit. The extra attack can be against the same opponent or against another foe if the new target is within five feet of the Warrior. He can attempt a third attack at level 12 and a fourth at level 20.  If an attack misses the follow through ends, any remaining attacks are lost.

Weapon Focus
At levels 1, 4, 8, 12, and 20 the Warrior may choose one melee weapon type (sword, two-handed sword, dagger, spear, etc) and  does damage as if the weapon is one dice code higher. Example: a short sword does 1d8, a sword does 1d10, etc.



OSR Pirate/Renaissance and Colonial Classes: Tradesmen

Reference for my Players in the upcoming Ravenloft Renaissance Game.


Tradesman Classes
Brother
Burglar
Entertainer
Physician 
Rogue

Brother (Friar, Monk, Priest, etc)
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+

Healing
With a successful Intelligence check +1 at levels 3, 9, 12, 15, and 18 the Brother may heal 1d4 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.

Hear Noise
Brother can hear noise as a thief of equal level. His chance to hear noise is 3 in 6 at first level increasting to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.

Languages
Brothers receive Latin as a bonus language at first level (or the official religious language if a fantasy setting). With travel and study he learns to speak and write extra languages. He gains one new language at every fourth level. In addition, due to his studies, he has a 50 percent chance to read and understand the basics of any writing (including simple codes, dead languages, treasure maps, and so on, but not magical writings) that he does not speak. This chance increases by 5 percent every even level. If he tries but fails to read a piece of writing, he must gain at least one experience level before trying to read it again.

Lore
A Brother learns much from their studies and transcriptions of ancient writings and information learned from those seeking their guidance. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent) to know local legends, sites, famous or notorious individuals, etc.

Persuasion
With a bit of conversation and the power of his personality or faith the Brother can to attempt to sway a target to a particular way of thinking about an idea, subject, or belief. This may sway the target away from a course of action he was about to follow. The attempt takes 1d4+2 rounds. The attempt involves two Saving throws from the target; one after the first round to see if they target is willing to listen and one after the persuasion attempt to see if it worked.
After the first round of persuasion by the Brother the target must make a Saving throw. If he fails he will go ahead and listen to the Brother for the duration of the attempt. If the target makes his Saving throw he will not be influenced at all. If the target was hostile he receives a +5 bonus to the Saving throw. If he makes the Saving throw he may become violent.
If the target failed the first Saving throw and has listened to the Brother's words he must roll a second Savinng throw to see if he was indeed persuaded by the attempt.

 Both Saving throws by the target are penalized by the Brother's level. At level one the Save penalty  is -1. At every 3rd Brother level (3, 6, 9, 12 ) the Saving throw is penalized by a cumulative -1 penalty.

Protection from Evil
Through the power of faith,and his will the Brother can pray and cast Prayer once per day  at 1st level and an extra time at every third level. The spells function as written in the base rule books.

Turn
With faith and prayer the Brother can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Brother can attempt to turn them. The DM has final say on whom or what can be affected.

Burglar
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
The traditional Thief Class
Thief Abilities
Back Stab
Climb Walls
Find/Remove Traps: +20%
Hear Noise
Hide in Shadows: +20%
Move Silently: +20%
Pick Locks: +20%
Pick Pockets
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Entertainer
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer one-handed melee weapons.
Prime Attribute (5% experience bonus): Charisma 13+

Gossip
Entertainers learn a little bit of everything in their socializing and travels. After an hour of mingling and socializing with a crowd they have a chance to know local rumors, interesting sites, famous or notorious individuals, local gossip, etc.

The chance to know useful information is 30 percent chance at first level plus five percent at each even level after, to a maximum of 100 percent. The GM can call for a roll for each bit of desired information that could have possibly been  gained.

Influence Reactions
A powerful tool of the Entertainer is to manipulate a crowd.
When performing before an individual or group that is not attacking (and not intending to attack in a round or two), the Entertainer can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever can get the audience's attention: a song, a dance, jokes, stage magic, Shakespeare, etc.

Everyone in the group listening must roll a Saving Throw (if the crowd is large, make Saving Throws for groups of people using average hit dice). The die roll is modified by -1 penalty for every three experience levels of the Entertainer (round fractions down). If the Saving Throw fails the group's reaction can be shifted one level toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful Saving Throw have their reaction shifted one level toward the opposite end of the scale.

Languages
The Entertainer receives an extra language slot at first level and every fourth level thereafter.

Thief Abilities
Singing and dancing doesn't always pay the bills. Entertainer's are pro's at getting information to gossip or trade.
Hear Noise
Pick Locks
Pick Pockets: +20%
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Physician
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief.
Armor Permitted: Leather or lighter, no shield.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% experience bonus): Intelligence 13+

Anatomy
The Physician can use his knowledge of anatomy to target key damage points on the body. Backstab as a Thief of equal level.

Bonus Language
Physicians are trained in Latin.

Diagnose
The Physician can make a Diagnose check to diagnose the illness of a patient, giving him information on proper treatment of the illness and a bonus on any further checks with that patient. They have a 50 percent chance at first level plus five percent at each even level after (maximum of 100 percent.)

The DM can modify this with a penalty based on insidious or obsucure conditions.
Bonuses for a successful check  are: +1 hp on a successful Healing check and a +2 on Stabilization checks.

Elixer
The Physician can brew an elixer to aid an injured person. This medicinal is a combination of whiskey, drugs, and whatever else the Physician adds to stimulate the patient. It restores 1d3 hit points to whomever drinks it. He can brew one elixer per two levels (round up) per day with the proper ingredients. The brew time is 10 minutes for a daily dose. The shelf life of an elixer is short due to the fragile nature of the brew: one day per two levels of the Physician.

Healing
With a successful Intelligence check +1 at levels 1, 3, 9, 12,etc the Physician may heal 1d6 hit points lost in a single combat encounter, trap, disease, poison or other hit point damaging encounter. He can do this once per character per encounter. This is in addition to any binding of wounds rules.
In addition a patient under a Physician's care heals twice the number of hp per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead or dying. The Physician must make a successful Intelligence check  with a +1 at levels 1, 3, 9, 12,etc. with a -1 penalty for every hit point below 0.

If the DM is using the dead at 0 hp or less rule: the Physican can save the patient if he reaches him within a number of rounds equal to 10 - 1 for each hp below zero.  For example: -6 hp equals 4 rounds to reach the patient and begin Stabilization. If successful the character is in no immediate danger of dying.

If the DM is using the lose one hit point per round below zero common houserule the Physician has until the patient is down to -10 hp to save him. If successful the character is in no immediate danger of dying and does not lose further hit points.

If the victim is wounded again, another Stabilization can be made but with a 4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Rogue
Hit Dice: 1d6 per level up to ninth level.
Attack/Save: As Thief
Armor Permitted: Leather or lighter.
Weapons Permitted: Any but greatly prefer firearms and one-handed melee weapons.
Prime Attribute (5% experience bonus): Dexterity 13+
Thief Abilities
Back Stab
Climb Walls: -20%
Find/Remove Traps
Hear Noise
Hide in Shadows
Move Silently: +20%
Pick Locks
Pick Pockets: +20%
Level 4: Read Language as Thief
Level 10: Cast scrolls as Thief

Fast Talk
With a bit of conversation, the Rogue is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll for the Rogue level at 1st and every third level after at 3, 6, 9, and 12.

Gambling
The Rogue is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and every third level after at 3, 6, 9, and 12.the Rogue gains a cumula­tive +1 bonus to his gambling checks.